System and method for a gaming community

ABSTRACT

A method and system for providing highlights to game players, including ranking of the highlights, also optionally coaching and other types of interactions between players and also between each player and an external entity.

This Application claims priority from U.S. Provisional Application No.61/136,063, filed on Aug. 11, 2008, which is hereby incorporated byreference as if fully set forth herein.

FIELD OF THE INVENTION

The present invention relates to a system and method for a gamingcommunity, and in particular, for such a system and method whichsupports interactions between players and/or interaction between anexternal entity, such as a coach, and a player.

BACKGROUND OF THE INVENTION

Modern video games consume many processing and storage resources, mainlysince the games usually involve progressive 3D (three dimensions)computer graphics and sound effects. A video game exists in acomputerized world, which comprises various graphical objects. Everyobject is attributed to a game element, i.e., background, articles,characters etc. Each object is accompanied by a corresponding logic,which defines the operations the object can perform and the rules ofactions upon the occurrence of any event.

A simplified example of a game world in car racing video game is asfollows: The game world comprises objects, such as racetrack, racingcars, sky, observers, etc. The racetrack, the sky and the observers areused as background elements, where the logic of the sky objects can bedefined to change according to the weather; the observers can be definedto applaud whenever a specific car is passing, and so on. One car iscontrolled by the game player and the rest of the cars are automaticallycontrolled by the computer. The logic of the player's car defines themovement options (left, right, accelerate, decelerate) and the rules ofactions upon events. For example, a collision between the player's carand another object causes the graphical representation of the car tochange, and will also typically induce some other change in the gameexperience, for example by altering the performance of the car and/orloss of credits in the game. Exceeding the racetrack boundaries willslow down the car, and so on. Some of the computer controlled cars aredefined to drive at a certain speed, and some are defined to follow theplayer's car. Objects can also be defined to perform no action.

Creating a 3D Image of a Video Game

Although the screen of a video game is only two dimensional, itsimulates a 3D world. Every graphical object in the game world hasphysical 3D dimensions, texture and opacity/transparency, and is locatedand/or moved in the game space. A 3D computer graphics video can beconsidered as a movie production. Like in a filming location, the videogame objects always exist in the game space, even if the objects are notshown all the time. After all the objects are located in the game space,in order to get video images, a camera is located in a certain point.The camera can be located at any point in the game space at any angle,and can move in any direction and at any desired speed. The camera willproject the images (on the computer's screen) according to graphicaldefinitions and the locations of the objects in the game space, as if itwas a camera shooting a real movie.

Recently, multiplayer games, which are played over the data network(online games), have become very popular. There are games in which eachplayer plays against the rest of the players, and there are games inwhich players can form a team and play as a team against other teams,against other individual players, as a team against the “game itself”and/or against “bots” (automated software agents that play the game).Some of these games comprise huge game worlds, which are populated bymany players simultaneously, and exist in a dedicated server. Manyonline games of any type have associated online communities, makingonline games a kind of social activity.

The server of an online video game comprises the game world and theengine. Each player uses his or her own computer, on which a dedicatedapplication is installed. The application may optionally handle thelocal game, which means that it receives the game objects from theserver of the game and renders it for the local game output (e.g.display, audio, etc.). Alternatively, the local game is also provide bythe server, such that the player's computer may not operate the game orprovide game objects. The application sends the actions of the player(e.g. pressed keys of the keyboard, mouse clicks, joystick operations,etc.) to the server to be translated at the server for performing gameactions.

Gaming communities are the fuel of the gaming industry—the more cultureexists around a game, the longer it stays on the shelves; the higher theprices are maintained; and the better the ROI is. It is not surprisingthat console providers (Microsoft, Sony, Nintendo), game publishers(Valve, EA, Activision-Blizzard), and media giants (NewsCorp)—all investheavily in gaming communities. The community waves are the main factorin lifespan expansion and proliferation of games. Recognizing thesignificance of a game fan club, leading industry players promote gamingcommunities, or even establish their own mass. Nevertheless, mostcommunal activities are very shallow. The meta-gaming experiencefrequently only provides information rather than applications andservices. Most gaming communities are merely a social web site, in whichone percent of the users are contributing and 99% are observing. As aresult gaming communities are far from showing their full potential.

SUMMARY OF THE INVENTION

The background art does not teach or suggest techniques for gaming whichprovide many features for community interaction.

The present invention overcomes these drawbacks of the background art byproviding a system and method for better interaction between gamersthrough a community. By “community” it is meant a plurality ofindividuals who communicate electronically, whether through chat, IM(instant messaging), cellular telephone communication (whether for dataand/or voice communication), email, on-line forums, any type of computerbased communication and the like.

According to one embodiment of the present invention, the methodprovides players the ability to share experiences, compare performance,learn other peoples' tricks, improve skills, socialize, and the like.

According to another embodiment of the present invention, game-playhighlights (key events) are recorded and stored to be viewed by the gameplayer and by other members of the community. Such highlights arepreferably extracted from the game play as “clips”, as described in thecorresponding PCT Application No. PCT/IL2009/000260 entitled“TECHNOLOGICAL PLATFORM FOR GAMING”, filed Mar. 9, 2009 and with thesame owner and at least one inventor in common, which is herebyincorporated by reference as if fully set forth herein. However, itshould be noted that optionally any type of highlights and/or system andmethod for obtaining such highlights may be used.

Also, the highlights may optionally be extracted at the time of gameplay and/or may alternatively be extracted from stored data after gameplay has occurred. For example, optionally all of the game play data maybe stored, after which users may execute queries on this data in thefuture, in order to define “interesting” clips one or more times aftergame play has occurred. Preferably, such queries are executed “ondemand”, more preferably by using a pay-per-use method, or any othersuitable payment methods.

Highlights are preferably automatically extracted and accessible throughthe user's web browser as a video, optionally and preferably at aspecific internet address, such as a specific IP address. A link to theaddress of this video can be sent to friends or through emails or anyother type of electronic communication as described below.Alternatively, the highlights may optionally be available as adownloadable file. Also alternatively, the highlights may optionally beaccessible through the user's mobile device (for example by using a webbrowser or other application for viewing streaming video, MMS message(or other mobile messaging protocol or service)).

In order to assist users in locating highlights of interest, accordingto another embodiment of the present invention, the system and methodidentifies the context, and retrieves the most relevant recording fromrecords uploaded by other users, according to preferences set by theuser, or optionally and alternatively according to one or moreparameters that are automatically set by monitoring the user'sactivities.

According to another embodiment of the present invention, the system andmethod provide debriefing capabilities, to assist the player inimproving game play. The system and method preferably highlight good andbad scenes, or useful and non-useful action(s) within the scenes,according to predefined and user-defined and/or automatically defined(optionally, based on statistics gathered by the system) parameters.

According to another embodiment of the present invention, the systempreferably rates the clips and more preferably periodically selects thetop clips to enter the hall of fame or to otherwise receive particularrecognition. Being competitive by nature, game players will strive tomake it to the hall of fame. In addition, the system enables thegeneration of dynamic or user-defined “hall of fame” categories ornominations for such categories (for example, users (or superusers) maydefine new categories, according to which the rating of the clips wouldbe ordered and ranked).

According to another embodiment of the present invention, every gamesession is analyzed to obtain ranking of the player for a set of skills,such as sniping, driving, close-distance fighting, puzzle solving andmore. This granular ranking provides the player with a feedback and areward for skills improvement and enables other gamers to choose apartner, or opponent for the game. The granular skill ranking may behelpful when forming a squad or team of players, which is alsooptionally supported by some embodiments of the present invention.

According to another embodiment of the present invention, the system canidentify cheaters who perform bug abuse (such as entering a wall andshooting without being harmed), by analyzing the game data to determinewhether an illegal action occurred due to exploitation of one or moresoftware bugs or faults by the player. Other non-limiting examples ofabuse include the use of non-legal third party software, the use of “Aimbots”, exploitation of “Easter eggs” and other “back door” features ofthe software, hacking, “bots” to assist the user with performing variousactions.

According to some embodiments, any of the above analyzing, rating and/ordebriefing activities may optionally be performed after game play hasoccurred, by reviewing stored game play data. Statistical analysis mayoptionally be used for such analyzing, rating and/or debriefingactivities, as well as manual review by one or more individuals.

According to another embodiment of the present invention, the system canprovide statistics to the game developers, so that they can improvetheir games according to the users' behavior. For example, it may bedetermined statistically that players are much less likely to use aparticular weapon, and so the game developer may decide to adjust theprice or other aspects of the weapon accordingly, to encourage its use.

The system may also optionally analyze game play statistically in orderto locate any anomalies or unusual actions or features, for example todetermine the level of QA (quality assurance) which has been performedon the game at the time of development and programming, for exampleaccording to whether any bugs are detected, the type of bugs and soforth. The quality of QA performed can also be defined as the amount of“coverage” achieved during the QA process.

According to another embodiment of the present invention, the systempreferably analyzes the game play in real-time (or alternatively byanalyzing stored data after game play has occurred), and marks everygame period with an interest grade. Interest is assessed according topre-defined profiles (e.g. shooting mayhem, extravagant blasts, thrilldriving) as well as user-defined parameters. Alternatively oradditionally, interest is assessed according to statistical analysis.

According to another embodiment of the present invention, the systempreferably allows the user to track back games played by players ofinterest, for example players with high rank in a certain aspect(s) ofthe game, in order to improve user's ability in this aspect of the game.For example, a user interested in improving his or her sniping skills,or other special game related skill, may optionally use the system tolocate a game played by a sniping-master some three weeks ago. This gamecan then be re-rendered, but this time from other viewing points orperspectives, to see how the position of the master player affectsperformance in relation to other entities in the game, such as thetargets. This may allow the user to better understand how master-snipersoperate, in order to improve his or her skills in that area.

According to another embodiment of the present invention, the systempreferably generates an automatic personal profile for each player bykeeping track of all the activities of the player, analyzing them, andproducing a categorization of gaming skills, style and preference.According to this embodiment, any player can access his or her latestgaming events, review successes and failures, share interestingexperiences with his or her friends, or watch interesting videos ofgames that were played by others. In addition, the profile contains theevolution of the player in terms of various skills-related factors (suchas his sniping capabilities, logistics, strategic planning, etc').

According to another embodiment of the present invention, the systemoffers a “match-making” service, whether manual or automatic, based onuser profile, by allowing players to team up with other players ofsimilar, completing or competing gaming skill level, style andpreferences. By “completing” it is meant players for whom at least oneskill completes a deficiency or at least a reduced skill level inanother player.

For example, players of the leading FPS-Strategy game Battlefield-2(which involves a group of players who try to capture a city which isdefended by another group of players) can often be divided betweenvarious gaming styles. Beginner players sometimes tend to seek hidingplaces, search for enemies from a great distance, and try to shoot themdown. This behavior, known as “camping” is considered to show poor gameplay. As the system continuously monitors the gaming style of theplayers, a user can request not to be assigned to groups in which“campers” are also taking part. Furthermore, as some players prefer themore “lone wolf” approach—storming and shooting their enemies away,while others find entertainment in the complicated logistics andcooperative techniques offered by the game (for example—providing air ormortars support for an attack squad, while a medic is standing by toassist in case of an ambush)—users can even request that the otherplayers in the group they are assigned to, will share their preferenceson this issue (as well as others).

In addition, this match making capability can be done automatically bythe game operator, in order to prevent misuse of the game, for example,in order to prevent strong game players from playing with or againstweaker game players.

According to another embodiment of the present invention the system andmethod can optionally be used without any installation in the usercomputer. However, alternatively it is installed on the user computer.

By “online”, it is meant that communication is performed through anelectronic and/or optic communication medium, including but not limitedto, telephone data communication through the PSTN (public switchedtelephone network), cellular telephones, IP network, ATM (asynchronoustransfer mode) network, frame relay network, MPLS (Multi Protocol LabelSwitching) network, any type of packet switched network, or the likenetwork, or a combination thereof; data communication through cellulartelephones or other wireless or RF (radiofrequency) devices; any type ofmobile or static wireless communication; exchanging information throughWeb pages according to HTTP (HyperText Transfer Protocol) or any otherprotocol for communication with and through mark-up language documentsor any other communication protocol, including but not limited to IP,TCP/IP, UDP and the like; exchanging messages through e-mail (electronicmail), instant messaging services such as ICQ™ for example, and anyother type of messaging service or message exchange service; any type ofcommunication using a computer as defined below; any type of computernetwork, such as a LAN (local area network), WAN (wide area network),MAN (metropolitan area network), intranet, Internet and the like, aswell as any other type of communication which incorporates an electronicand/or optical medium for transmission. The present invention can beimplemented both on the internet and the intranet, as well as on anytype of computer network. However, it should be noted that the presentinvention is not limited to on-line gaming.

Unless otherwise defined, all technical and scientific terms used hereinhave the same meaning as commonly understood by one of ordinary skill inthe art to which this invention belongs. The materials, methods, andexamples provided herein are illustrative only and not intended to belimiting.

Implementation of the method and system of the present inventioninvolves performing or completing certain selected tasks or stagesmanually, automatically, or a combination thereof. Moreover, accordingto actual instrumentation and equipment of preferred embodiments of themethod and system of the present invention, several selected stagescould be implemented by hardware or by software on any operating systemof any firmware or a combination thereof. For example, as hardware,selected stages of the invention could be implemented as a chip or acircuit. As software, selected stages of the invention could beimplemented as a plurality of software instructions being executed by acomputer using any suitable operating system. In any case, selectedstages of the method and system of the invention could be described asbeing performed by a data processor, such as a computing platform forexecuting a plurality of instructions.

Although the present invention is described with regard to a “computer”on a “computer network”, it should be noted that optionally any devicefeaturing a data processor and memory storage, and/or the ability toexecute one or more instructions may be described as a computer,including but not limited to a PC (personal computer), a server, aminicomputer, a cellular telephone, a smart phone, a PDA (personal dataassistant), a pager, TV decoder, VOD (video on demand) recorder, gameconsole or other dedicated gaming device, digital music or other digitalmedia player, ATM (machine for dispensing cash), POS credit cardterminal (point of sale), electronic cash register, Gaming consoles,Handheld gaming consoles or UMPC (Ultra Mobile Personal Computer). Anytwo or more of such devices in communication with each other, and/or anycomputer in communication with any other computer, may optionallycomprise a “computer network”.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention is herein described, by way of example only, withreference to the accompanying drawings. With specific reference now tothe drawings in detail, it is stressed that the particulars shown are byway of example and for purposes of illustrative discussion of thepreferred embodiments of the present invention only, and are presentedin order to provide what is believed to be the most useful and readilyunderstood description of the principles and conceptual aspects of theinvention. In this regard, no attempt is made to show structural detailsof the invention in more detail than is necessary for a fundamentalunderstanding of the invention, the description taken with the drawingsmaking apparent to those skilled in the art how the several forms of theinvention may be embodied in practice.

FIG. 1 shows an exemplary, illustrative method for ranking a pluralityof highlights and optionally also one or more game sessions and/orplayers according to some embodiments of the present invention;

FIG. 2 shows an exemplary, illustrative method for context-basedanalysis of a highlight according to some embodiments of the presentinvention;

FIG. 3 shows an exemplary, illustrative method for franchising highlightdistribution according to the present invention;

FIG. 4 relates to an exemplary method for coaching according to someembodiments of the present invention;

FIG. 5 shows an exemplary, illustrative method for specialized gameinteractions according to the present invention;

FIG. 6 shows an exemplary method of coaching according to map analysisin a computer game, according to some embodiments of the presentinvention;

FIG. 7 shows an illustrative method according to some embodiments of thepresent invention for determining a player “fingerprint”, for example toprevent cheating;

FIG. 8 shows an illustrative method according to some embodiments of thepresent invention for analyzing the skills and abilities of individualusers, whether for an actual team or to assemble a “fantasy” or virtualteam for a computer game; and

FIG. 9 shows an illustrative method according to some embodiments of thepresent invention for partial pattern analysis and matching.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

The present invention is of a system and method for better interactionbetween gamers through a community. According to some embodiments of thepresent invention, game-play highlights (key events) are recorded andstored to be viewed by the game player and by other members of thecommunity. Such highlights are preferably extracted from the game playas “clips”, as previously described. However, it should be noted thatoptionally any type of highlights and/or system and method for obtainingsuch highlights may be used.

The present invention includes the ability to rank highlights, in someembodiments, according to one or more criteria. In addition, this methodmay optionally also be used to rank a game session and/or a player or agroup of players or a game server or a game MOD.

According to some embodiments of the present invention, the ranking ofhighlights is optionally and preferably performed through context-basedanalysis of the highlights.

According to an embodiment of the present invention, the method providesplayers the ability to share experiences, compare performance, learnother peoples' tricks, improve skills, socialize, and the like.Optionally and preferably, a social network is also provided accordingto some embodiments of the present invention, which may also optionallybe used for squad or group formation; a non-limiting example of thelatter is selecting pairs of players (or other group sizes) for matches.

According to other embodiments of the present invention, there isprovided a method for franchising highlight distribution, or acting as acontent publisher or provider, according to the present invention, forexample to monetize distribution of highlights of a particular game, aparticular game instance, a particular type of game and so forth.

According to other embodiments of the present invention, there isprovided a method for specialized game interactions according to thepresent invention. As described in greater detail below, suchinteractions may optionally include, without wishing to be limited, oneor more of instructing a game player in a game, collecting statisticsabout how players interact with the game, and so forth.

According to still other embodiments of the present invention, one ormore virtual items are provided for game players to interact with thegame. The virtual items may optionally be provided through the game APIor alternatively may be provided through a separate user interface orother interface. The virtual items may optionally be sold to a gameplayer. The virtual items may optionally provide one or more specialabilities, for example. As a non-limiting example, a virtual item called“goggles” may optionally enable the game player to receive a messagefrom the system of the present invention if another player is lying inambush.

Referring now to the drawings, FIG. 1 shows an exemplary, illustrativemethod for ranking a plurality of highlights and optionally also a gamesession and/or player according to some embodiments of the presentinvention. As shown, in stage 1, a plurality of highlights is obtainedthrough an analysis according to one or more criteria. Preferably theanalysis includes context-based analysis, as described in greater detailwith regard to FIG. 2 below. Optionally, at least some of the criteriamay be set by a company that produces the game, for example in order toencourage players to use one or more specific features, strategiesand/or characters. Optionally, the criteria are also weighted, such thata score for a particular criterion has a value in the overall ranking atleast partially according to the weight for that criterion.

In stage 2, determine a combined score for each highlight, optionallyand preferably according to the above described weighting scheme. Thescore for each criterion is optionally determined according to level ofdifficulty, request of the company producing the game and so forth.

In stage 3, each highlight is ranked according to the combined score,which is optionally weighted, for the criteria. Optionally andpreferably, one or more rules may be used in case of a tie between twohighlights. The ranking is preferably determined according to therelative scores, such that the highest score receives the highestranking and the lowest score receives the lowest ranking.

In stage 4, optionally a plurality of game sessions is ranked in asimilar manner. For example, preferably a plurality of highlights fromthe game sessions is ranked. Next, the total score of the highlights ispreferably used to rank the game sessions. Optionally, certain types ofhighlights, for example featuring certain actions, receive a higherweight in the scoring process.

In stage 5, optionally a plurality of players is ranked according to aplurality of game sessions, again in the manner described above.

FIG. 2 shows an exemplary, illustrative method for context-basedanalysis of a highlight according to some embodiments of the presentinvention. In stage 1, the highlight is preferably analyzed to determineone or more components, which preferably include at least one action andwhich more preferably include at least one result.

In stage 2, interactions between the analyzed components are alsopreferably examined, for example to determine whether a player used aparticular tool that was available, the manner in which the tool wasused to have an effect on another player or object, and so forth.

In stage 3, one or more components occurring before and after thehighlight are also optionally and preferably analyzed, for examplepreferably to determine the state of play at the start of the highlightand the resultant state of play at the end of the highlight.

In stage 4, the analysis preferably combines the results from stages1-3, in order to determine the overall context in which game playoccurred during the highlight.

Any of the above analysis may optionally be determined according to oneor more requests of the game designer and/or company producing the game.Also optionally, any of the above analysis may optionally be altered ordetermined according to one or more requests from the gaming community,such as a social network, in which case voting is preferably used. Alsooptionally, any of the above analysis may optionally be altered ordetermined according to one or more requests from highly ranked membersof the gaming community, or gaming experts, in which case again votingis preferably used. For any type of voting scenario, optionally theweight of a particular vote is adjusted according to a rank of theplayer within a group, social network or other type of community ofplayers.

The social network may optionally be provided through a web site.Optionally and preferably, the web site may also be used to sell virtualor actual goods. Examples of the latter relate to physical products,including but not limited to clothing, DVDs, music and/or othermerchandise. Examples of the former include but are not limited toclips, avatars, other game components and the like.

Also optionally and preferably, the web site may support one or moretools for the “game outside the game”. These tools do not necessarilyrequire access to the API (application programming interface), but mayinstead optionally and preferably be organized through one or moreinteractions between game players in the game community of the web site.For example, the tools may optionally include one or more of a managertool, for organizing and/or managing a team or squad; the team manageris preferably a designated user who may optionally promote players,trade or pay for them with other teams and so forth.

FIG. 3 shows an exemplary, illustrative method for franchising highlightdistribution according to the present invention and/or acting as acontent publisher or provider. In stage 1, a request for receiving atleast one highlight is received from at least one other web site, orfrom a broadcaster of television or other video, whether on-line oroff-line. The request preferably relates to the type of game, specificgame and/or game instance, and/or player(s) in the game.

In stage 2, a plurality of highlights is collected and is preferablyanalyzed, for example as described above with regard to FIG. 2. Thehighlights may optionally be specifically analyzed for televisionbroadcasting (for example and without limitation, for excitement,interest and so forth).

In stage 3, the analyzed highlights are compared to the request. If oneor more highlights are found to match the request, then in stage 4, thehighlights are examined to determine whether they may be sent to thefranchise web site or the recipient broadcaster. For example, the gameproducer may optionally restrict the transmission of highlights from aparticular game, whether overall, according to the recipient, accordingto the type of highlights and so forth. In stage 5, if it is determinedthat the highlights may be sent to the recipient web site, then they aresent and a fee is preferably collected. The fee may optionally featurean “in kind” payment, for example placing advertisements on therecipient web site and/or on the broadcasts of the recipient broadcasterand the like.

Coaching is also provided according to some embodiments of the presentinvention. Such coaching may optionally encompass any type ofinstruction as described herein, for example with regard to FIGS. 4-6.Coaching may optionally be provided through interactions of players witha human instructor and/or may also optionally be provided automatically.

FIG. 4 relates to an exemplary method for coaching according to someembodiments of the present invention. In stage 1, the user performs aplurality of actions within a computer game. In stage 2, an initialpattern of such actions is detected, for example by software operatingat a server, preferably for on-line games. In stage 3, the user fails toperform one or more actions, such that the initial pattern is a partialpattern. In stage 4, it is determined that performing such one or moreactions would complete a beneficial pattern to the user in terms of gameplay. In stage 5, the user receives a suggestion to perform such one ormore actions, for example by having the server providing the on-linegame communicate with the computer of the user. The user may thenoptionally choose whether to perform such one or more actions. Thismethod provides a non-limiting example of pattern recognition and itsapplication to coaching.

FIG. 5 shows an exemplary, illustrative method for specialized gameinteractions according to some embodiments of the present invention, asanother example of coaching according to some embodiments of the presentinvention. In stage 1, a game player receives an offer for specialinstruction in a particular game or type of game. In stage 2, the gameplayer preferably views one or more highlights of previous game play inthe particular game or type of game, preferably from a game instancewhich demonstrates either a positive aspect (ie how to play the gamewell) or a negative aspect (ie how not to play the game). In stage 3,the game player optionally performs one or more actions in a “mini-game”or shortened game sequence. In stage 4, the player is then preferablyscored on any improvement(s) noted. The player may also optionallyreceive one or more product offers for the exact game or the type ofgame that was played and/or coupons or advertisements or the like, inorder to induce the player to purchase one or more items associated withthe game or type of game. In stage 5, the statistics from suchinstruction are preferably collected, for example to aid the gamedesigner or producer of the game to make changes or improvements.

FIG. 6 shows an exemplary method of coaching according to map analysisin a computer game, according to some embodiments of the presentinvention. Such coaching relates to an analysis and understanding of theinternal “map” of the virtual geography contained within the computergame; optionally and preferably the method is performed automatically.In this non-limiting example, the method is performed through aninteraction of a server, providing an on-line game, and a computer of auser.

In stage 1, the geographical locations in the game are analyzed todetermine “favorable” and “less favorable” or even “non-favorable”locations within the virtual geography of the computer game. The extentto which a location is more or less favorable may optionally bedetermined according to one or more factors, including but not limitedto the character of the user within the game, the skill level of theuser, any available weapons or other assisting devices or components, orabilities of the user, and so forth. The determination of whether alocation is favorable may optionally, additionally or alternatively, bedetermined statistically from analysis of game play of multiple usersand/or heuristically, for example according to game play of moresuccessful and less successful users. In addition, such a designationmay also optionally be adjusted manually.

In stage 2, the location of the user is analyzed, as well the directionof the user geographically within the game. In stage 3, the analysis iscompared to the location and direction of the user. In stage 4, otheroptional but possible locations are considered within the virtualgeography, according to the rules of the game. In stage 5, the user isoptionally encouraged to move to a good location or is encouraged tostay in the current location.

Optionally, additionally or alternatively, one or more automatic gaugesand pseudo indices are provided to assist the user with regard tolocation and the user's actions at that location. Each such index orgauge operates to calculate a single number in order to provideinformation about the user, the user's action or actions, or thelocation, such as for example whether a particular action is likely tobe successful, the inherent danger or likelihood of success at aparticular location, and so forth.

The above method may also optionally be adapted in order to assist gamedesigners with designing maps of the virtual geography of computergames. By analyzing the behavior of users within the virtual geographyof one or more specific computer games, for example according to sometype of statistical analysis of one or more user behaviors and/or timespent in a particular part of the geography, game designers mayoptionally learn more about the best way to design such virtualgeography. The term “best way” may for example relate to a way whichmakes all the areas of the map easily accessible to the (average) user,or alternatively to such a way which incentivizes gamers to becomeprofessionals in this map (which has “secret locations” etc). Also, the“best way” may optionally relate to a way to increase the probability ofpurchasing virtual goods or services, to increase the average play time,to increase the user of the internal communication mechanisms of thegame, to increase the satisfaction of the gamers and so forth, forexample relating to any other merit function.

According to some embodiments of the present invention, the behavior ofusers is analyzed for a variety of goals as described herein. For someembodiments, the method enables the behavior of individual users to bedetermined, for example to prevent cheating. In other embodiments, themethod enables the skills and abilities of one or more users to bedetermined, for example for assembling teams.

FIG. 7 shows an illustrative method according to some embodiments of thepresent invention for determining a player's (user's) “fingerprint”, forexample to prevent cheating. The fingerprint preferably involves aplurality of statistical measurements which collectively enable a player(user) to be identified through his/her actions and interactions withthe game and with the computer itself.

In stage 1, the player's interactions with the computer are preferablymeasured during game play. More preferably, the interactions with thecomputer hardware, such as a mouse, joystick, keyboard and/or other typeof peripheral device are preferably measured. As a non-limiting example,the usage of the mouse or other pointing device by the player ispreferably measured, optionally including but not limited to one or moreof mouse movement speed and/or number and/or rate of clicks. Similarly,keyboard hot-key usage may also optionally be measured. In addition,usage of the internal communication systems of the game (chat, voicemessaging, and so forth) can be measured.

In stage 2, the player's usage of one or more items within the game (ievirtual items) is preferably measured. Such measurements preferablyinclude the actual items used, frequency of changing items to be used,preferred or favorite items and so forth. For example and withoutwishing to be limited, such measurements may optionally relate toweapons used, favorite or preferred weapons, frequency of changingweapons and so forth.

In stage 3, the performance of one or more physical actions within thecontext of the game by the player is preferably measured. For exampleand without limitation, optionally the tendency of the player (or ratherthe player's character in the game) to walk/run/crouch/stand still ispreferably measured.

In stage 4, the location of the player (or rather the player's characterin the game) within the virtual geography of the game is preferablyanalyzed.

Stages 1-4 are optionally performed in any order. Also optionally, onlyone of any of the above stages, only two of any of the above stages oronly three of any of the above stages are performed.

In stage 5, the collected measurements are preferably analyzedstatistically, according to any type of statistical model that issuitable. Many such models are known in the art.

In stage 6, the statistical analysis is preferably compared to one ormore previous analyses of the player to determine whether the analysismatches the player's fingerprint. Optionally, the consistency of theplayer's performances is also considered, as some players may naturallyshow greater variability between game play sessions than others.

FIG. 8 shows an illustrative method according to some embodiments of thepresent invention for analyzing the skills and abilities of individualusers, whether for an actual team or to assemble a “fantasy” or virtualteam for a computer game.

In stage 1, a plurality of skills and abilities are preferably assessedfor an individual user. These skills and abilities may optionally relateto one or more of weapons handling, “physical” abilities within thevirtual reality of the computer game, and so forth.

In stage 2, each team or “clan” is optionally evaluated according to theeffect of each player on the team or clan, as well as for the team orclan overall.

In stage 3, a fantasy team is optionally created, in which a pluralityof players (users) are assembled who do not actually play together, butinstead who are virtually considered to play together for the fantasyteam. The individual users are examined with regard to their abilitieswith particular skills; in each situation, as for fantasy sports teams,players are compared as though they were competing together. The playerwith skill levels that are considered to be most likely to succeed inany situation would then be determined to be the winner of a game or ofa particular situation within a game; optionally the outcome of multiplevirtual game situations is calculated as though the users were actuallyplaying the game, in order to determine the winner (whether as anindividual or as a team of players).

The methods of FIGS. 7 and 8 are also useful for virtual gambling on theoutcome of computer games, whether for individual matches, series, teamgame play or other types of game play. Optionally, it is possible todetermine the odds on individual players or teams, whether actual orvirtual; player “fingerprinting” may optionally be used to preventcheating.

FIG. 9 relates to a method for partial recognition to provideinformation to the user. As a non-limiting example of automatedinteractions, if a user performs one or more initial actions that arerecognized as being part of a pattern, then information is preferablyprovided to the user, for example to assist the user to complete thepattern by performing one or more specific actions, and/or to indicateto the user the potential result of performing such one or more specificactions. Specific actions could also optionally relate to a particularsituation, such as a particular geographical location. Such partialpattern recognition enables information to be provided to users toeasily complete actions that provide benefit within the game, such as ahigher score, and/or to avoid actions (or geographical or othersituations) that could result in a loss of points, a reduced life scoreor so forth. Also such partial pattern recognition can lead to increasedtactical awareness by the user.

Fingerprinting can also be used by the operators of the game, forexample and without limitation to identify undesired behaviors prior toor during their occurrence (for example—players who annoy or interferewith the game play of other players intentionally). This use offingerprinting can result in automatic ban of this user, or in addinghim/her to a group of users who are monitored for violations of the gameethic rules, or by decreasing points, and so forth.

Turning now to the drawing, in stage 1, a plurality of actions performedby the player are analyzed in sequence by a pattern analysis engine,which for example could optionally be operated by the server which alsooperates the computer game itself.

In stage 2, the pattern analysis engine recognizes that the plurality ofactions matches a partial pattern. The partial pattern could for exampleoptionally be one of a plurality of such partial patterns that arestored as templates, or alternatively could be determined dynamically,in real time, according to a plurality of different rules.

In stage 3, the pattern analysis engine determines one or more actionsby the user which would complete the pattern, as well as the outcome ofcompleting the pattern for the user, whether positive or negative.

In stage 4, the pattern analysis engine preferably communicates at leasta portion of this information to the user. Optionally and preferably, atleast the outcome of the sequence of actions is communicated; morepreferably, the pattern analysis engine also recommends one or moreactions to be performed by the user. As described above, actions mayalso optionally relate to situations, such as geographical location. Inaddition, the recommended one or more actions may also feature one ormore alerts, indicating better, improved tactics for the user, inaddition to or in place of specific actions to be performed.

In stage 5, the user performs at least one additional action, which thepattern analysis engine may optionally use to further determine whetherthe pattern is being completed and/or whether a new pattern is beingstarted.

Although embodiments of the invention have been described by way ofillustration, it will be understood that the invention may be carriedout with many variations, modifications, and adaptations, withoutdeparting from its spirit or exceeding the scope of the claims.

1. A method for ranking a plurality of highlights of a computer gamebeing played by a game player through a user computer, the method beingperformed by a computer, the method comprising: Determining thehighlights; determining a score according to at least one criterion foreach highlight; and ranking the highlights according to the scores. 2.The method of claim 1, wherein said ranking the highlights furthercomprises performing context based analysis of the highlights.
 3. Themethod of claim 2, wherein said context based analysis further comprisesweighting said score according to at least one criterion by an owner ofthe computer game.
 4. The method of claim 2, further comprising rankinga plurality of game sessions, by ranking highlights for each gamesession and ranking said plurality of game sessions according to rankedhighlights for each game session.
 5. The method of claim 1 furthercomprising sending at least one highlight to a game player forinstruction.
 6. The method of claim 1 further comprising analyzing aplurality of components of the highlight in context to at least oneother component.
 7. The method of claim 6, wherein said componentsrelate to use of virtual objects within the computer game.
 8. The methodof claim 6, wherein said analyzing said plurality of components of thehighlight further comprises analyzing at least one component of gameplay before the highlight to determine a state of game play.
 9. Themethod of claim 1 comprising receiving a request for a highlight from athird party website; and sending said highlight if said highlight issuitable.
 10. The method of claim 9, further comprising receivingfinancial remuneration for distribution of highlights of a particulargame, a particular game instance or a particular type of game accordingto said request.
 11. A method for assisting a game player in playing acomputer game being played by a game player through a user computer, themethod being performed by a computer, the method comprising: analyzingbehavior of the game player while playing the computer game; determiningwhether said behavior fits at least a portion of a pattern; if saidbehavior fits said at least a portion of said pattern, recommendingperforming or not performing at least one additional action by the gameplayer.
 12. The method of claim 11, wherein said recommending performingor not performing said at least one additional action further comprisesrecommending remaining or leaving a portion of virtual geography of thecomputer game.
 13. The method of claim 11, wherein said recommendingperforming or not performing said at least one additional action furthercomprises recommending using or ceasing to use a virtual object of thecomputer game.
 14. The method of claim 11, wherein said recommendingperforming or not performing said at least one additional action furthercomprises providing a virtual gauge to indicate a level of performanceby the game player.
 15. A method for coaching a game player in playing acomputer game being played by a game player through a user computer, themethod being performed by a computer, the method comprising: analyzingbehavior of the game player while playing the computer game; andcoaching the game player to change at least one behavior to improveperformance while playing the computer game, said coaching including atleast providing a highlight of game play of the computer game.
 16. Themethod of claim 15, wherein said highlight demonstrates a positiveinstance of game play.
 17. The method of claim 16, wherein saidhighlight demonstrates a negative instance of game play.
 18. The methodof claim 17, wherein said highlight is of game play by a different gameplayer.
 19. The method of claim 15, further comprising providing amini-game sequence for the game player to play, wherein said mini-gamesequence is related to said behavior of the game player; playing saidmini-game sequence by the game player; and rating the game player onplaying said mini-game sequence.